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Messages - Cyber Von Cyberus

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181
General Discussion / Re: Where's Prometheus Mk II's bridge?
« on: November 04, 2019, 12:47:00 PM »
I imagine they probably sit on deckchairs bolted to the outside of the hull.

Major interfaces dealt with by dodgy hacked tripad apps.

Also possibly some kind of human interface / motion tracking device whereby munitions are launched by keen gesticulations / vigorous pointing.
This tech seems to be a bit too advanced for the luddic degenerates, then again I suppose hypocrisy is to be expected from space terrorists.

182
Fan Media & Fiction / Re: Mundane Sector Things
« on: October 31, 2019, 02:48:54 AM »
Haha, that was great.

183
Discussions / Re: Leaving a faction to build my own?
« on: October 30, 2019, 06:59:56 AM »
To be honest building a good colony mostly requires find good planets with low hazard and lots of resources (you could even build a colony on a habitable world for heavy industries then another one in a volcanic planet with loads of metals solely for mining since industries with high upkeep such as heavy and light industry, military base and fuel production are best kept on low hazard worlds).
 When you build your colony it will first be in a shortage of everything, don't panic it's normal since the spaceport isn't functional yet.
 The import and export of resources in your colonies depends on your relations with the other factions and distance from the core world (eventually you could make your entire empire self sufficient and go at war with everyone without suffering from any shortage).
 Pirate bases will spawn (the stronger the base the bigger the raids and accessibility penalty) once your colony is built, they will target your system with pirate activity which reduces the accessibility of the colony and spawn pirate fleets around it, then they will send pirate raids that will atempt to steal ressources from your colony and reduce stability by 1 for three month (it stacks with each raid) and worse of all they will occasionally target trading convoys which reduces imports.
 Likewise luddic path bases will spawn and target your colony if it is too industrious or uses AI cores, these degenerates will set up a pather cell on it and keep attempting to disrupt an industry for as long as the cell is active (the higher the planet defence rating the less likely they are to succeed) again destroy the base to disable the cell or remove anything that angers them to make them go away (but well, we're not going to let degenerates stand in the way of profit are we ?).
 
If your market share gets too high factions (except hegemony, independents and luddic church I think) will get jealous and send super special tacticool forces to kindly ask you to be more sporting in the free market by blowing up whatever industry they're jealous of. These fleets are technically not officially theirs and will not get you into war with them if an unfortunate accident were to happen and they get destroyed (only -5 rep loss) or if your not confident you can bribe them (but it's stupidly expensive) or ask favours from them and lose -20 rep (but lets be honest you might as well destroy them since you will also get to keep their ships as trophies).
 If your colony is set to be a free port (you get money from black market) Hegemony will the start sending the same type of attacks (destroy them too).

If you use too many AI cores the hegemony will send an inspection fleet which will steal all of your cores, reduce your rep with Hegemony for each core found and if you remove them before they arrive they will trash your industry while looking around and disrupt everything, attacking them will make the Hegemony hostile... unless they never knew it was you. Turn your transponder off, wait for them to arrive and say it was a pirate attack and only lose 5 rep.

The size of pirate raids depends on size of the base they came from, anti industry fleets size depends on how many expeditions you defeated before and Hegemony AI inspection scales by the number of AI cores.

Some of the most important things for a colony is an orbital station which should defeat all expeditions at the star fortress level except for the craziest of Tri Tach and Hegemony fleets. The patrol HQ/military base in order to keep your com relays under control, clean up pirate fleets and weaken expeditions. And arguably the most important one a heavy industry/orbital works equiped with a nanoforge (I hope you haven't sold your nanoforge you dingus) which massively improves the size and quality of patrol fleets and allows you to build your own ships for personal use. Then there is the ground defence that boost the defence rating even further and finally the waystation that gives a good boost of accessibility.

184
General Discussion / Re: Class V 300% hazard planet
« on: October 30, 2019, 05:55:20 AM »
Well I'm jealous. Ultrarich metals, transplutonics and abundant volatiles with 40% accessibility is great to supply other colonies with raw ressources. Meanwhile I can't find any decent planets with volatiles available.

185
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: October 27, 2019, 04:48:34 AM »
@Scorpixel  Roaming [Redacted] in hyperspace isn't a vanilla feature, it's added by mods and it honestly hyperspace feels a bit empty despite all of the storms. I also wish there were a few more things there.

186
Alright thanks everyone, that was exactly what I was looking for.

187
General Discussion / How does the difficulty and enemy fleet size scale ?
« on: October 20, 2019, 05:23:28 PM »
 Greetings, so I was wondering how the size and power of the different enemy fleets scale in this game, is it based on the player's fleet size ? The player's income ? The number of cycles that passed since the start of the game ? Or something else ?

188
General Discussion / Re: What is the Order tab in the command section ?
« on: October 07, 2019, 03:58:10 PM »
Ah thanks, curiosity was killing me.

189
General Discussion / What is the Order tab in the command section ?
« on: October 07, 2019, 03:46:58 PM »
So in the command section (where you can manage your colonies, see details about your income and choose your colony's fleet doctrine) there is a greyed-out tab called 'Orders (2)' and I can't access it. I thought at first that it might be special orders from factions you're commissioned with, however even after getting a commission from Tri-Tach I still can't access it. I'm really curious, what is that tab used for ?

190
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: October 05, 2019, 11:00:47 AM »
 I personally think that Hyperspace needs some more content to it right now, There isn't any real threat in it at the moment aside from crossing the path of a pirate armada on the way to raid a system early game or approaching pather infested systems, the most interesting thing that could happen in hyperspace is a bounty hunter being sent after you for failing a bar assignment.
 As of now it's mostly a way to travel between systems and storms are only slowing down that process, if there were more threats or interesting loot (a random kite or dram with barely anything in it in the middle of a huge storm doesn't count)  lurking in hyperspace then I think it could become very interesting and the storms could spice it up, right now all they do is slow down your travel time.

191
Discussions / Re: What music do you listen to while playing Starsector ?
« on: October 04, 2019, 08:35:54 PM »
I really love this music you linked, Synthwave goes really well with any futuristic themed game/movie. Also yeah, I just noticed the game had a little bit of combat music although it's so quiet I can barely hear it. I'll try out that mod you linked and see how much I personally like it.

192
Discussions / What music do you listen to while playing Starsector ?
« on: October 02, 2019, 01:04:11 PM »
Greetings everyone, so starsector has no combat music and that can sometimes get a bit boring. So I would like to see what kind of music people listen to while playing. Personally I like the music from Total Annihiliation as they fit large battles quite well. What about you ?

https://www.youtube.com/watch?v=LiPMY8UIkh8&list=PL6B0586452947411B

193
Modding / Re: How to increase level cap ?
« on: October 01, 2019, 11:33:05 AM »
Ah thank you very much, this is exactly what I was looking for.

194
Modding / Re: How to increase level cap ?
« on: October 01, 2019, 08:53:48 AM »
Thank you very much Sir/Madame/Evil AI overlord.

195
Modding / How to increase level cap ?
« on: October 01, 2019, 08:35:29 AM »
Greetings, so I wish to increase the level cap to go beyond 50 (or to simply unlock all skills ). Is there a mod which does that ? And if not, what files should I modify in order to have the desired effect ?

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